public PAPICharacter(string _archetype, Species _species, Value _soak, ThresholdValue _health, Defense _defense, CharacteristicSet _characteristics, Equipment _equipment, Inventory _inventory, List <PAPISkill> _skillSet, List <Ability> _abilities, Career _career, CharacterAppearance _appearance, GenderEnum _gender, List <GenderEnum> _genderPreferences) { this._archetype = (_archetype == null || _archetype == "") ? "Townspeople" : _archetype; this._species = (_species == null) ? SpeciesHandler.GetSpecies(SpeciesEnum.HUMAN) : _species; this._soak = (_soak == null) ? new Value(0, null) : _soak; this._characteristics = (_characteristics == null) ? new CharacteristicSet() : _characteristics; this._health = (_health == null) ? new ThresholdValue(SpeciesHandler.GetInitialHealth(this._species._enum)) : _health; this._defense = (_defense == null) ? new Defense(0, null, 0, null) : _defense; this._equipment = (_equipment == null) ? new Equipment(null, null, null, null) : _equipment; this._inventory = (_inventory == null) ? new Inventory(null, null) : _inventory; this._skillSet = (_skillSet == null) ? new List <PAPISkill>() : _skillSet; this._abilities = (_abilities == null) ? new List <Ability>() : _abilities; this._career = _career; this._appearance = (_appearance == null) ? new CharacterAppearance(SpeciesHandler.GetAverageAppearance(this._species._enum)) : _appearance; this._gender = _gender; this._genderPreferences = (_genderPreferences == null || _genderPreferences.Count == 0) ? new List <GenderEnum>() { GenderEnum.NONE } : _genderPreferences; WfLogger.Log(this, LogLevel.DETAILED, "Created new Character (" + this._species._enum + " " + this._archetype + ")"); }
public PlayerCharacter(string _archetype, Species _species, Value _soak, ThresholdValue _health, Defense _defense, CharacteristicSet _characteristics, Equipment _equipment, Inventory _inventory, List <PAPISkill> _skillSet, List <Ability> _abilities, Career _career, CharacterAppearance _appearance, GenderEnum _gender, List <GenderEnum> _genderPreferences, string _name, MotivationSet _motivationSet, List <CriticalInjury> _criticalInjuries, ThresholdValue _strain, List <SkillEnum> _careerSkills) : base(_archetype, _species, _soak, _health, _defense, _characteristics, _equipment, _inventory, _skillSet, _abilities, _career, _appearance, _gender, _genderPreferences) { this._name = (_name == null || _name == "") ? "NOT_VALID" : _name; this._motivationSet = (_motivationSet == null) ? new MotivationSet() : _motivationSet; this._criticalInjuries = (_criticalInjuries == null) ? new List <CriticalInjury>() : _criticalInjuries; this._strain = (_strain == null) ? SpeciesHandler.GetInitialStrain(this._species._enum) : _strain; this._careerSkills = (_careerSkills == null) ? new List <SkillEnum>() : _careerSkills; WfLogger.Log(this, LogLevel.DETAILED, "Created new PlayerCharacter " + this._name); }
public Nemesis(string _archetype, Species _species, Value _soak, ThresholdValue _health, Defense _defense, CharacteristicSet _characteristics, Equipment _equipment, Inventory _inventory, List <PAPISkill> _skillSet, List <Ability> _abilities, Career _career, CharacterAppearance _appearance, GenderEnum _gender, List <GenderEnum> _genderPreferences, int _relationshipToParty, List <CriticalInjury> _criticalInjuries, string _name, MotivationSet _motivationSet, ThresholdValue _strain) : base(_archetype, _species, _soak, _health, _defense, _characteristics, _equipment, _inventory, _skillSet, _abilities, _career, _appearance, _gender, _genderPreferences, _relationshipToParty, _criticalInjuries, _name, _motivationSet) { this._strain = (_strain == null || _strain._threshold == 0) ? new ThresholdValue(SpeciesHandler.GetInitialStrain(this._species._enum)) : _strain; WfLogger.Log(this, LogLevel.DETAILED, "Created new Nemesis " + this._name); }